text: // ImGui Win32 + DirectX10 binding
  // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
  // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
  // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
  // https://github.com/ocornut/imgui
  
  #include "imgui.h"
  #include "imgui_impl_dx10.h"
  
  // DirectX
  #include <d3d10_1.h>
  #include <d3d10.h>
  #include <d3dcompiler.h>
  #define DIRECTINPUT_VERSION 0x0800
  #include <dinput.h>
  
  // Data
  static INT64                    g_Time = 0;
  static INT64                    g_TicksPerSecond = 0;
  
  static HWND                     g_hWnd = 0;
  static ID3D10Device*            g_pd3dDevice = NULL;
  static ID3D10Buffer*            g_pVB = NULL;
  static ID3D10Buffer*            g_pIB = NULL;
  static ID3D10Blob *             g_pVertexShaderBlob = NULL;
  static ID3D10VertexShader*      g_pVertexShader = NULL;
  static ID3D10InputLayout*       g_pInputLayout = NULL;
  static ID3D10Buffer*            g_pVertexConstantBuffer = NULL;
  static ID3D10Blob *             g_pPixelShaderBlob = NULL;
  static ID3D10PixelShader*       g_pPixelShader = NULL;
  static ID3D10SamplerState*      g_pFontSampler = NULL;
  static ID3D10ShaderResourceView*g_pFontTextureView = NULL;
  static ID3D10RasterizerState*   g_pRasterizerState = NULL;
  static ID3D10BlendState*        g_pBlendState = NULL;
  static int                      g_VertexBufferSize = 5000, g_IndexBufferSize = 10000;
  
  struct VERTEX_CONSTANT_BUFFER
  {
      float        mvp[4][4];
  };
  
  // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
  // If text or lines are blurry when integrating ImGui in your engine:
  // - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
  void ImGui_ImplDX10_RenderDrawLists(ImDrawData* draw_data)
  {
      // Create and grow vertex/index buffers if needed
      if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount)
      {
          if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
          g_VertexBufferSize = draw_data->TotalVtxCount + 5000;
          D3D10_BUFFER_DESC desc;
          memset(&desc, 0, sizeof(D3D10_BUFFER_DESC));
          desc.Usage = D3D10_USAGE_DYNAMIC;
          desc.ByteWidth = g_VertexBufferSize * sizeof(ImDrawVert);
          desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
          desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
          desc.MiscFlags = 0;
          if (g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVB) < 0)
              return;
      }
  
      if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount)
      {
          if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
          g_IndexBufferSize = draw_data->TotalIdxCount + 10000;
          D3D10_BUFFER_DESC bufferDesc;
          memset(&bufferDesc, 0, sizeof(D3D10_BUFFER_DESC));
          bufferDesc.Usage = D3D10_USAGE_DYNAMIC;
          bufferDesc.ByteWidth = g_IndexBufferSize * sizeof(ImDrawIdx);
          bufferDesc.BindFlags = D3D10_BIND_INDEX_BUFFER;
          bufferDesc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
          if (g_pd3dDevice->CreateBuffer(&bufferDesc, NULL, &g_pIB) < 0)
              return;
      }
  
      // Copy and convert all vertices into a single contiguous buffer
      ImDrawVert* vtx_dst = NULL;
      ImDrawIdx* idx_dst = NULL;
      g_pVB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&vtx_dst);
      g_pIB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&idx_dst);
  
      for (int n = 0; n < draw_data->CmdListsCount; n++)
      {
          const ImDrawList* cmd_list = draw_data->CmdLists[n];
          memcpy(vtx_dst, &cmd_list->VtxBuffer[0], cmd_list->VtxBuffer.size() * sizeof(ImDrawVert));
          memcpy(idx_dst, &cmd_list->IdxBuffer[0], cmd_list->IdxBuffer.size() * sizeof(ImDrawIdx));
          vtx_dst += cmd_list->VtxBuffer.size();
          idx_dst += cmd_list->IdxBuffer.size();
      }
      g_pVB->Unmap();
      g_pIB->Unmap();
  
      // Setup orthographic projection matrix into our constant buffer
      {
          void* mappedResource;
          if (g_pVertexConstantBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK)
              return;
  
          VERTEX_CONSTANT_BUFFER* pConstantBuffer = (VERTEX_CONSTANT_BUFFER*)mappedResource;
          const float L = 0.0f;
          const float R = ImGui::GetIO().DisplaySize.x;
          const float B = ImGui::GetIO().DisplaySize.y;
          const float T = 0.0f;
          const float mvp[4][4] =
          {
              { 2.0f/(R-L),   0.0f,           0.0f,       0.0f },
              { 0.0f,         2.0f/(T-B),     0.0f,       0.0f },
              { 0.0f,         0.0f,           0.5f,       0.0f },
              { (R+L)/(L-R),  (T+B)/(B-T),    0.5f,       1.0f },
          };
          memcpy(&pConstantBuffer->mvp, mvp, sizeof(mvp));
          g_pVertexConstantBuffer->Unmap();
      }
  
      // Setup viewport
      {
          D3D10_VIEWPORT vp;
          memset(&vp, 0, sizeof(D3D10_VIEWPORT));
          vp.Width = (UINT)ImGui::GetIO().DisplaySize.x;
          vp.Height = (UINT)ImGui::GetIO().DisplaySize.y;
          vp.MinDepth = 0.0f;
          vp.MaxDepth = 1.0f;
          vp.TopLeftX = 0;
          vp.TopLeftY = 0;
          g_pd3dDevice->RSSetViewports(1, &vp);
      }
  
      // Bind shader and vertex buffers
      unsigned int stride = sizeof(ImDrawVert);
      unsigned int offset = 0;
      g_pd3dDevice->IASetInputLayout(g_pInputLayout);
      g_pd3dDevice->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
      g_pd3dDevice->IASetIndexBuffer(g_pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
      g_pd3dDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
      g_pd3dDevice->VSSetShader(g_pVertexShader);
      g_pd3dDevice->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
      g_pd3dDevice->PSSetShader(g_pPixelShader);
      g_pd3dDevice->PSSetSamplers(0, 1, &g_pFontSampler);
  
      // Setup render state
      const float blendFactor[4] = { 0.f, 0.f, 0.f, 0.f };
      g_pd3dDevice->OMSetBlendState(g_pBlendState, blendFactor, 0xffffffff);
      g_pd3dDevice->RSSetState(g_pRasterizerState);
  
      // Render command lists
      int vtx_offset = 0;
      int idx_offset = 0;
      for (int n = 0; n < draw_data->CmdListsCount; n++)
      {
          const ImDrawList* cmd_list = draw_data->CmdLists[n];
          for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.size(); cmd_i++)
          {
              const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
              if (pcmd->UserCallback)
              {
                  pcmd->UserCallback(cmd_list, pcmd);
              }
              else
              {
                  const D3D10_RECT r = { (LONG)pcmd->ClipRect.x, (LONG)pcmd->ClipRect.y, (LONG)pcmd->ClipRect.z, (LONG)pcmd->ClipRect.w };
                  g_pd3dDevice->PSSetShaderResources(0, 1, (ID3D10ShaderResourceView**)&pcmd->TextureId);
                  g_pd3dDevice->RSSetScissorRects(1, &r);
                  g_pd3dDevice->DrawIndexed(pcmd->ElemCount, idx_offset, vtx_offset);
              }
              idx_offset += pcmd->ElemCount;
          }
          vtx_offset += cmd_list->VtxBuffer.size();
      }
  
      // Restore modified state
      g_pd3dDevice->IASetInputLayout(NULL);
      g_pd3dDevice->PSSetShader(NULL);
      g_pd3dDevice->VSSetShader(NULL);
  }
  
  IMGUI_API LRESULT ImGui_ImplDX10_WndProcHandler(HWND, UINT msg, WPARAM wParam, LPARAM lParam)
  {
      ImGuiIO& io = ImGui::GetIO();
      switch (msg)
      {
      case WM_LBUTTONDOWN:
          io.MouseDown[0] = true;
          return true;
      case WM_LBUTTONUP:
          io.MouseDown[0] = false;
          return true;
      case WM_RBUTTONDOWN:
          io.MouseDown[1] = true;
          return true;
      case WM_RBUTTONUP:
          io.MouseDown[1] = false;
          return true;
      case WM_MBUTTONDOWN:
          io.MouseDown[2] = true;
          return true;
      case WM_MBUTTONUP:
          io.MouseDown[2] = false;
          return true;
      case WM_MOUSEWHEEL:
          io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
          return true;
      case WM_MOUSEMOVE:
          io.MousePos.x = (signed short)(lParam);
          io.MousePos.y = (signed short)(lParam >> 16);
          return true;
      case WM_KEYDOWN:
          if (wParam < 256)
              io.KeysDown[wParam] = 1;
          return true;
      case WM_KEYUP:
          if (wParam < 256)
              io.KeysDown[wParam] = 0;
          return true;
      case WM_CHAR:
          // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
          if (wParam > 0 && wParam < 0x10000)
              io.AddInputCharacter((unsigned short)wParam);
          return true;
      }
      return 0;
  }
  
  static void ImGui_ImplDX10_CreateFontsTexture()
  {
      ImGuiIO& io = ImGui::GetIO();
  
      // Build
      unsigned char* pixels;
      int width, height;
      io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
  
      // Create DX10 texture
      {
          D3D10_TEXTURE2D_DESC texDesc;
          ZeroMemory(&texDesc, sizeof(texDesc));
          texDesc.Width = width;
          texDesc.Height = height;
          texDesc.MipLevels = 1;
          texDesc.ArraySize = 1;
          texDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
          texDesc.SampleDesc.Count = 1;
          texDesc.Usage = D3D10_USAGE_DEFAULT;
          texDesc.BindFlags = D3D10_BIND_SHADER_RESOURCE;
          texDesc.CPUAccessFlags = 0;
  
          ID3D10Texture2D *pTexture = NULL;
          D3D10_SUBRESOURCE_DATA subResource;
          subResource.pSysMem = pixels;
          subResource.SysMemPitch = texDesc.Width * 4;
          subResource.SysMemSlicePitch = 0;
          g_pd3dDevice->CreateTexture2D(&texDesc, &subResource, &pTexture);
  
          // Create texture view
          D3D10_SHADER_RESOURCE_VIEW_DESC srvDesc;
          ZeroMemory(&srvDesc, sizeof(srvDesc));
          srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
          srvDesc.ViewDimension = D3D10_SRV_DIMENSION_TEXTURE2D;
          srvDesc.Texture2D.MipLevels = texDesc.MipLevels;
          srvDesc.Texture2D.MostDetailedMip = 0;
          g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &g_pFontTextureView);
          pTexture->Release();
      }
  
      // Store our identifier
      io.Fonts->TexID = (void *)g_pFontTextureView;
  
      // Create texture sampler
      {
          D3D10_SAMPLER_DESC samplerDesc;
          ZeroMemory(&samplerDesc, sizeof(samplerDesc));
          samplerDesc.Filter = D3D10_FILTER_MIN_MAG_MIP_LINEAR;
          samplerDesc.AddressU = D3D10_TEXTURE_ADDRESS_WRAP;
          samplerDesc.AddressV = D3D10_TEXTURE_ADDRESS_WRAP;
          samplerDesc.AddressW = D3D10_TEXTURE_ADDRESS_WRAP;
          samplerDesc.MipLODBias = 0.f;
          samplerDesc.ComparisonFunc = D3D10_COMPARISON_ALWAYS;
          samplerDesc.MinLOD = 0.f;
          samplerDesc.MaxLOD = 0.f;
          g_pd3dDevice->CreateSamplerState(&samplerDesc, &g_pFontSampler);
      }
  
      // Cleanup (don't clear the input data if you want to append new fonts later)
      io.Fonts->ClearInputData();
      io.Fonts->ClearTexData();
  }
  
  bool    ImGui_ImplDX10_CreateDeviceObjects()
  {
      if (!g_pd3dDevice)
          return false;
      if (g_pFontSampler)
          ImGui_ImplDX10_InvalidateDeviceObjects();
  
      // Create the vertex shader
      {
          static const char* vertexShader =
              "cbuffer vertexBuffer : register(b0) \
              {\
              float4x4 ProjectionMatrix; \
              };\
              struct VS_INPUT\
              {\
              float2 pos : POSITION;\
              float4 col : COLOR0;\
              float2 uv  : TEXCOORD0;\
              };\
              \
              struct PS_INPUT\
              {\
              float4 pos : SV_POSITION;\
              float4 col : COLOR0;\
              float2 uv  : TEXCOORD0;\
              };\
              \
              PS_INPUT main(VS_INPUT input)\
              {\
              PS_INPUT output;\
              output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
              output.col = input.col;\
              output.uv  = input.uv;\
              return output;\
              }";
  
          D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_4_0", 0, 0, &g_pVertexShaderBlob, NULL);
          if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
              return false;
          if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pVertexShader) != S_OK)
              return false;
  
          // Create the input layout
          D3D10_INPUT_ELEMENT_DESC localLayout[] = {
              { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT,   0, (size_t)(&((ImDrawVert*)0)->pos), D3D10_INPUT_PER_VERTEX_DATA, 0 },
              { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT,   0, (size_t)(&((ImDrawVert*)0)->uv),  D3D10_INPUT_PER_VERTEX_DATA, 0 },
              { "COLOR",    0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D10_INPUT_PER_VERTEX_DATA, 0 },
          };
  
          if (g_pd3dDevice->CreateInputLayout(localLayout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
              return false;
  
          // Create the constant buffer
          {
              D3D10_BUFFER_DESC cbDesc;
              cbDesc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER);
              cbDesc.Usage = D3D10_USAGE_DYNAMIC;
              cbDesc.BindFlags = D3D10_BIND_CONSTANT_BUFFER;
              cbDesc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
              cbDesc.MiscFlags = 0;
              g_pd3dDevice->CreateBuffer(&cbDesc, NULL, &g_pVertexConstantBuffer);
          }
      }
  
      // Create the pixel shader
      {
          static const char* pixelShader =
              "struct PS_INPUT\
              {\
              float4 pos : SV_POSITION;\
              float4 col : COLOR0;\
              float2 uv  : TEXCOORD0;\
              };\
              sampler sampler0;\
              Texture2D texture0;\
              \
              float4 main(PS_INPUT input) : SV_Target\
              {\
              float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
              return out_col; \
              }";
  
          D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_4_0", 0, 0, &g_pPixelShaderBlob, NULL);
          if (g_pPixelShaderBlob == NULL)  // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
              return false;
          if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), &g_pPixelShader) != S_OK)
              return false;
      }
  
      // Create the blending setup
      {
          D3D10_BLEND_DESC desc;
          ZeroMemory(&desc, sizeof(desc));
          desc.AlphaToCoverageEnable = false;
          desc.BlendEnable[0] = true;
          desc.SrcBlend = D3D10_BLEND_SRC_ALPHA;
          desc.DestBlend = D3D10_BLEND_INV_SRC_ALPHA;
          desc.BlendOp = D3D10_BLEND_OP_ADD;
          desc.SrcBlendAlpha = D3D10_BLEND_INV_SRC_ALPHA;
          desc.DestBlendAlpha = D3D10_BLEND_ZERO;
          desc.BlendOpAlpha = D3D10_BLEND_OP_ADD;
          desc.RenderTargetWriteMask[0] = D3D10_COLOR_WRITE_ENABLE_ALL;
          g_pd3dDevice->CreateBlendState(&desc, &g_pBlendState);
      }
  
      // Create the rasterizer state
      {
          D3D10_RASTERIZER_DESC desc;
          ZeroMemory(&desc, sizeof(desc));
          desc.FillMode = D3D10_FILL_SOLID;
          desc.CullMode = D3D10_CULL_NONE;
          desc.ScissorEnable = true;
          desc.DepthClipEnable = true;
          g_pd3dDevice->CreateRasterizerState(&desc, &g_pRasterizerState);
      }
  
      ImGui_ImplDX10_CreateFontsTexture();
  
      return true;
  }
  
  void    ImGui_ImplDX10_InvalidateDeviceObjects()
  {
      if (!g_pd3dDevice)
          return;
  
      if (g_pFontSampler) { g_pFontSampler->Release(); g_pFontSampler = NULL; }
      if (g_pFontTextureView) { g_pFontTextureView->Release(); g_pFontTextureView = NULL; ImGui::GetIO().Fonts->TexID = 0; }
      if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
      if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
  
      if (g_pBlendState) { g_pBlendState->Release(); g_pBlendState = NULL; }
      if (g_pRasterizerState) { g_pRasterizerState->Release(); g_pRasterizerState = NULL; }
      if (g_pPixelShader) { g_pPixelShader->Release(); g_pPixelShader = NULL; }
      if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; }
      if (g_pVertexConstantBuffer) { g_pVertexConstantBuffer->Release(); g_pVertexConstantBuffer = NULL; }
      if (g_pInputLayout) { g_pInputLayout->Release(); g_pInputLayout = NULL; }
      if (g_pVertexShader) { g_pVertexShader->Release(); g_pVertexShader = NULL; }
      if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; }
  }
  
  bool    ImGui_ImplDX10_Init(void* hwnd, ID3D10Device* device)
  {
      g_hWnd = (HWND)hwnd;
      g_pd3dDevice = device;
  
      if (!QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond))
          return false;
      if (!QueryPerformanceCounter((LARGE_INTEGER *)&g_Time))
          return false;
  
      ImGuiIO& io = ImGui::GetIO();
      io.KeyMap[ImGuiKey_Tab] = VK_TAB;                       // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
      io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
      io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
      io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
      io.KeyMap[ImGuiKey_DownArrow] = VK_DOWN;
      io.KeyMap[ImGuiKey_PageUp] = VK_PRIOR;
      io.KeyMap[ImGuiKey_PageDown] = VK_NEXT;
      io.KeyMap[ImGuiKey_Home] = VK_HOME;
      io.KeyMap[ImGuiKey_End] = VK_END;
      io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
      io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
      io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
      io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
      io.KeyMap[ImGuiKey_A] = 'A';
      io.KeyMap[ImGuiKey_C] = 'C';
      io.KeyMap[ImGuiKey_V] = 'V';
      io.KeyMap[ImGuiKey_X] = 'X';
      io.KeyMap[ImGuiKey_Y] = 'Y';
      io.KeyMap[ImGuiKey_Z] = 'Z';
  
      io.RenderDrawListsFn = ImGui_ImplDX10_RenderDrawLists;  // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
      io.ImeWindowHandle = g_hWnd;
  
      return true;
  }
  
  void ImGui_ImplDX10_Shutdown()
  {
      ImGui_ImplDX10_InvalidateDeviceObjects();
      ImGui::Shutdown();
      g_pd3dDevice = NULL;
      g_hWnd = (HWND)0;
  }
  
  void ImGui_ImplDX10_NewFrame()
  {
      if (!g_pVB)
          ImGui_ImplDX10_CreateDeviceObjects();
  
      ImGuiIO& io = ImGui::GetIO();
  
      // Setup display size (every frame to accommodate for window resizing)
      RECT rect;
      GetClientRect(g_hWnd, &rect);
      io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
  
      // Setup time step
      INT64 current_time;
      QueryPerformanceCounter((LARGE_INTEGER *)&current_time);
      io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond;
      g_Time = current_time;
  
      // Read keyboard modifiers inputs
      io.KeyCtrl = (GetKeyState(VK_CONTROL) & 0x8000) != 0;
      io.KeyShift = (GetKeyState(VK_SHIFT) & 0x8000) != 0;
      io.KeyAlt = (GetKeyState(VK_MENU) & 0x8000) != 0;
      // io.KeysDown : filled by WM_KEYDOWN/WM_KEYUP events
      // io.MousePos : filled by WM_MOUSEMOVE events
      // io.MouseDown : filled by WM_*BUTTON* events
      // io.MouseWheel : filled by WM_MOUSEWHEEL events
  
      // Hide OS mouse cursor if ImGui is drawing it
      SetCursor(io.MouseDrawCursor ? NULL : LoadCursor(NULL, IDC_ARROW));
  
      // Start the frame
      ImGui::NewFrame();
  }
  